I had an issue with iOS where the PMO movement would slow down, the pinball movement would speed up, but the game animations/timer would run consistently. This would happen when there was a lot going on. Multiple layers, parallax, lots of objects etc.
I've now noticed this happens when running in full screen on Windows when in low power mode. This is concerning as it can break certain parts. Why does this happen? Can it be fixed easily?
This sounds like an internal problem of the extensions. Does your game skip frames? When a frame step of your game takes longer than expected, it might mess with the timing of the movements.
In a lot of game development software, the time from frame to frame is taken into account when moving things around. I think only the devs may know how that works in MMF2 extensions.
How big is the difference in speed when your game slows down? You could probably try to adapt to these speedups in your code.
I suspect you're still using 'software rendering' for your graphics. Try switching your display mode to DX9 or whatever it is so you use hardware acceleration (which means you're using your computer's graphics card instead of MMF2/RAM to process graphics).
Arrghhhh how did I forget switching to Direct3D 9? Actually I was using it for a bit, but realise some of my mechanics didn't work properly under it. I've decided to enable it though, and I'm trying to iron out some of the errors it brings.
To answer your question bernie, the difference in speeds can vary quite a lot, depending on how much I have going on/the power of the hardware. For example, I have auto running sections, and when affected by a lot of slow down, the character will travel only half as far as he's meant to. That's using PMO. And I use Pinball Movement for throwing projectiles, these will be thrown almost twice as far as they should be when the slowdown gets intense. Seems so strange to me.
Anyway, I think I'm okay with handling this for now. thanks again.